| Upgrade Name | Salvage Cost | Description |
|---|---|---|
| Bard | 2,000 | This bard records your crew’s exploits, plays music, performs small shows, and generally keeps everyone in the base inspired. As a result, any base upgrades that allow you to create items, such as the atelier or alchemy lab, have their crafting time reduced by 1 hour (to a minimum of 1 hour), and any characters assigned to the base benefits from the effects of a heroism spell (+3 spellcasting ability modifier) while they can see and hear the bard. The bard does not leave the safety of the base, and only fights in self-defense. The bard is controlled by the DM and leaves if frequently endangered or abused. Instead of being paid in gold, the bard demands to be paid in salvage. After each salvage mission you complete, the bard takes a total of 50 salvage from the rewards earned for the base. |
| Golem Workshop | 8,000 | You can use this magic workshop to build a flesh golem that is loyal to you. To create a golem, you must spend 4,000 salvage and 60 days creating the golem. Each character assigned to the base may have no more than one golem. The magic of the workshop keeps the golems loyal. If they leave the base, they become disobedient and run away. |
| Heroes’ Pool | 4,000 | This tub can hold one Medium or Small creature at a time and must be filled with a specific combination of magical liquids to reap its benefits. By spending 500 salvage and 1 hour soaking in the pool, you gain the benefit of the heroes’ feast spell. |
| Resurrection Altar | 8,000 | When the remains of a creature are placed on this altar, you can use an action and spend 1,000 salvage to bring the creature back from dead as if the resurrection spell had been cast on the remains. |
| Secret Door Upgrade | 2,000 | You can add this upgrade to any 5-foot-wide secret door that already exists in the base. The DC of Intelligence (Investigation) and Wisdom (Perception) checks to detect the door rises to 20. |
| Spell Staff | 8,000 | This colossal staff hurls devastating magic over great distances. The spell staff is a Large object with AC 20, 125 HP, and immunity to poison and psychic damage. Before it can be fired, it must be aimed. It takes one action to aim it, and one action to fire it, which also expends one of the staff’s
charges. The staff is unmanned unless crewed by characters or guards provided by the “Guardroom” tier 1 upgrade. Each spell staff is imbued with a single magical effect from the list below. A spell staff has 8 charges. Recharging the staff takes 8 hours and costs 1,000 salvage. • Flame Lance. The staff shoots a 500-foot-long, 5-footwide line of flame. Each creature in the line must make a DC 15 Dexterity saving throw. A creature takes 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. • Glue Glob. This ball can be shot up to 600 feet from the staff and explodes in a 20-foot-radius sphere of glue that instantly hardens. Creatures in the sphere must succeed on a DC 15 Dexterity saving throw or become restrained as they are covered in glue. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach from the glue. • Thunder Blast. Shoots a 60-foot cone of sonic force from the staff. Each creature in the cone must make a DC 15 Constitution saving throw. A creature that fails takes 22 (4d10) thunder damage and is pushed back 40 feet. A creature that succeeds takes half as much damage and isn’t pushed. |
| Sphere of Annihilation Trap | 8,000 | This sphere of annihilation trap is identical to the one described in “Sample Traps” in chapter 5 of the Dungeon Master’s Guide. Your allies who work in the castle are aware of the trap and know how to avoid it. |
| Valenar Animals | 1,000 per animal upgraded | You can only purchase this upgrade if your base has at least one of the following upgrades: dog kennel, hawk roost, or horse stable. Pick one of these upgrades when you purchase this one. Those animals become Valenar hounds, Valenar hawks, or Valenar steeds (see Eberron: Rising from the Last War for each entry) as they are awakened by a Valenar elf druid. If one of these animals dies, add 500 salvage to the cost to replace it. |
| Vault | 4,000 | This secure 15-foot-square or smaller room has a leadlined adamantine door and walls (and can be placed behind a secret door if the base has one). Each character assigned to the base has a key to the vault. Each 5-foot-cubic section of wall and the vault doors have AC 25, 250 hit points, a damage threshold of 15, and immunity to poison and psychic damage. Picking a locked vault door requires a successful DC 25 Dexterity check made with thieves’ tools and forcing a door open requires a successful DC 30 Strength (Athletics) check. The vault is magically warded. Creatures and objects cannot teleport into or out of the vault or sense anything inside the vault from the outside using magic such as the scrying spell. |